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Openai/6952a1d0-7e3c-8003-a3f6-55806826a464
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=== Assistant: Nice — that’s Unity specifically an IL2CPP build most of the time when you see GameAssembly.dll. === Nice — that’s Unity (specifically an IL2CPP build most of the time when you see GameAssembly.dll). Translation: modding is doable, but you’ll want to pick the right lane early so you don’t waste a week fighting the wrong tooling. Here’s the best “foothold” path. ==== - If you see <code>GameAssembly.dll</code> + no <code>Managed/Assembly-CSharp.dll</code>, it’s basically IL2CPP. ==== * If you see a <code>Managed/</code> folder with <code>Assembly-CSharp.dll</code>, that’s Mono (easier). Either way, your next move is the same: get a mod loader running. ==== BepInEx is the “hello world” of Unity modding. It gives you: ==== * plugin loading * logging console * config system * a place to put your code without patching game files manually What you do with AI here: ask it to generate a minimal BepInEx plugin skeleton for your game version, plus a “toggle feature” config option and a log line so you can verify it loads. ==== If it’s IL2CPP, you typically use: ==== * BepInEx IL2CPP + Il2CppInterop (so your C# plugin can talk to IL2CPP types) Your first win should be: launch game → see BepInEx console → see your plugin log message. If you can’t get that, don’t move on. Everything else depends on this. ==== Your foothold isn’t “writing features.” It’s finding the right classes/methods to hook. ==== For Unity games, your bread and butter is: * listing loaded scenes * finding the player GameObject * reading transform position/rotation * finding key managers (GameManager, PlayerController, Inventory, etc.) AI is great here if you feed it: * a list of types/classes you found * your log output * your “what I’m trying to locate” (player health, inventory, etc.) ==== - Mono: use tools like dnSpy/ILSpy to browse Assembly-CSharp.dll (super straightforward). ==== * IL2CPP: you don’t have normal C# assemblies to browse the same way. You’ll use an IL2CPP dumping workflow (type/metadata dump) so you can see class names, methods, fields. AI helps by turning the dump into: * “these 3 classes look like player movement” * “this method name suggests it’s called every frame” * “hook this event instead of Update()” ==== Pick something tiny but real: ==== * print player position every second * add a keybind that toggles god mode (even fake god mode like constantly setting health) * speed multiplier by editing a movement variable * spawn an object at the player position You’re aiming for: read state → change state → verify in-game. ==== When you can reliably: ==== * locate player object * read position/rotation/velocity * detect inputs/actions * create/spawn entities …then multiplayer becomes “just” networking + reconciliation. If you try multiplayer before you can do the above, you’ll build a gorgeous network layer that syncs nothing. (Ask me how I know. 💀) ===== 1. Look for Managed/ folder and tell me if it exists + whether you see Assembly-CSharp.dll. ===== # Try installing BepInEx and tell me if you get a console/log output. # Your first plugin: just logs “Loaded” on startup. If you paste your folder structure (top-level files/folders) and whether there’s a Managed/ folder, I can tell you exactly which toolchain to use (Mono vs IL2CPP) and what your first mod should be. TL;DR: UnityPlayer.dll + GameAssembly.dll means Unity and likely IL2CPP. Start by getting BepInEx running and a plugin that logs on launch. Then use type-dumping/inspection to find player/controller classes and build a tiny mod that reads + changes player state. Only after that should you attempt multiplayer.
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